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GlassCannon Gaming

Vintarian
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Posts posted by GlassCannon Gaming

  1. OK, so your fruitwine.json only refers to bottles. That's the file I based my 2 stages of wine after, but I made it so that once it becomes the final tier of wine, which takes 15 months, it doesn't have any transitions. That's why I was searching how to make the barrel still make wine into vinegar. 

    I have no issue at all with you implementing these types of changes yourself, before I published the mod I was going to contact you to make sure it was ok to use your wine in my mod.

  2. I am trying to make a small mod to change the way wine from Expanded Foods cures. I want to have it so when the wine is put into a barrel it will still become vinegar , but if it is put into a bottle it will become a stronger type of wine. I have all the items I want already made, I just need to be pointed in the right direction I will figure out how to do it from there.

     

  3. While I was rummaging around in the mod's .json files trying to figure out how to stop wine in bottles becoming vinegar while still allowing it in barrels. First I went to the bottles.json and was going to change the attribute "perishRate: 0.1" to "perishRate: 0.0" if it did work as I hoped that would solve the problem of wine/vinegar but would also be OP and stop anything else I put in bottles from rotting. So next I checked out the fruitwine.json and I kinda had an idea...
     

    Spoiler

     

    Is there any way to add another "transitionableProps" with the attributes of
                type: "Aging",
                freshHours: { avg: 168 }, - Not really sure if the freshness would make any difference
                transitionHours: { avg: 26280 }, - 3 years "Aging" time to become a new item with increased stats  - "Fine Wine"?
                transitionedStack: { type: "item", code: "fruitagedwineportion-{type}" },
                transitionRatio: 0.25

    I think it would be pretty badass if it was possible to make it so if the bottles were stored in a cellar it would half the time it takes, or have it so it has to be in a cellar to age.

    Secondly, would it be possible to add a stat bonus for every year it is stored after it becomes "aged". Since wine isn't known for spoiling I think it only makes sence 😆

     I would definitely give it a try myself if it's possible to do. I don't want to put the little extra time I have into learning and figuring this out only to find there is some weird limitation that I have no idea exists.

     

     

  4. 19 minutes ago, Skwurl said:

    It is making everything rot faster; when I hover over the shelves it does not show a multiplier, it is blank.

    Same thing is happening to me, I had to revert back to 1.3.6. The line of text that normally shows the multiplier is not there, other than that the tooltip is fine.

  5. I wish we had an Expanded Foods wiki, trying to fit all the info into the handbook doesn't allow for detailed enough descriptions along with step-by-step instructions. I just don't have he time to figure it out by trial and error. Still an absolutely necessary mod even if I can barely make a salad.

  6. 21 hours ago, Xandu said:

    Which other mod? Would be interesting to know. Maybe i can fix it.

    Not to sure, I use 46 other mods so narrowing it down might take a bit more time than I have at the moment. But considering how much I like the convenience your mod provides, it's time I will have to find. I will let you know what i find out, whenever that may be.

    modList.png

    • Thanks 1
  7. 1 hour ago, Xandu said:

    This is strange. This shouldn't happen. I may understand something wrong. But as i understand it this does not happen for me. So i cannot reproduce this. Did you have done something special on your side? Any other mods that do things with the hot bar or specific game settings?

    Your right, it is an interaction with one of the other mods I use. I should have tested before I came to the forums but I figured it had to do with your mod because it was an issue with what your mod does. Sorry to waste your time.

  8. On 4/10/2021 at 4:14 AM, DasPrinzip said:

    Yes, look at the initial Post - all is written

    I appreciate your response. I did read the initial post and tried the command .fconfig and it did what I assume it was coded to do and tuned off all damage and healing indicators. I was hoping to remove all the random healing and damage from popping up all over the screen and only have the damage I cause to mobs be visible.

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